… | |
… | |
141 | |
141 | |
142 | if (fd < -(ctx.c_far - ctx.z_far) -rad * 3.F) |
142 | if (fd < -(ctx.c_far - ctx.z_far) -rad * 3.F) |
143 | return false; |
143 | return false; |
144 | #endif |
144 | #endif |
145 | } |
145 | } |
146 | |
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147 | #if 0 |
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148 | if (vs.state == OCCLUDED && size ()) |
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149 | { |
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150 | if (size ()) |
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151 | ctx.vislist.push_back (this); |
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152 | return false; |
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153 | } |
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154 | #endif |
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155 | |
146 | |
156 | // very important, optimize? |
147 | // very important, optimize? |
157 | GLfloat z = ctx.z_near + distance (ctx.frustum.n, centerf) + rad; |
148 | GLfloat z = ctx.z_near + distance (ctx.frustum.n, centerf) + rad; |
158 | if (ctx.perspfact * extent / z < 1.) // very crude "too small to see" check |
149 | if (ctx.perspfact * extent / z < 1.) // very crude "too small to see" check |
159 | return false; |
150 | return false; |